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Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
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3 changed files with 5 additions and 4 deletions
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@ -200,7 +200,7 @@ void ProgramShaderCache::UploadConstants()
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glBufferData(GL_UNIFORM_BUFFER, UBO_LENGTH, NULL, GL_STREAM_DRAW);
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s_ubo_iterator = 0;
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}
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void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, s_ubo_iterator, s_ubo_buffer_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, s_ubo_iterator, s_ubo_buffer_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
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memcpy(ubo, s_ubo_buffer, s_ubo_buffer_size);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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